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FumeFX 7.5 [Maya] update
Forum: Announcements
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10-05-2026, 08:44 AM
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FumeFX 7.6 [max] update
Forum: Announcements
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08-05-2026, 01:10 PM
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
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FumeFX 7.0 GPU for Maya R...
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03-25-2026, 09:58 AM
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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
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FumeFX 7.5.1 [max] update
Forum: Announcements
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FumeFX 7.5 GPU for 3ds ma...
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Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
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  NSim problem for Maya FumeFX
Posted by: emancha - 11-19-2013, 03:41 AM - Forum: FumeFX [maya] - Replies (2)

Hello,

Am currently running into an nsim problem and not sure if this is a fumefx for maya issue. I am simulating a major pyroclastic smoke effect and am attempting to optimize my scene. I created my master grid matched all the resolutions of my nsim grids, overlapped them and made sure they're accurate. As soon as my simulation enters the nsim grid outside of my master grid, not only does my simulation not carry into the new grid, my entire scene crashes. Any ideas or help with this issue?


  Close Up Smoke
Posted by: Stargate - 11-05-2013, 08:39 PM - Forum: FumeFX [maya] - Replies (4)

I've been trying to get the camera to move through or even close to smoke and no matter what I do I can't get a good clean edge to the smoke. It always looks blurry. I've experimented, I think, with all the settings and while I can get great looking smoke at distance I can't seem to get as sharp a close up as I would expect.

I know this is incredibly vague but I've tried to many different options to really post anything specific. I've included an example.

Any advice would be appreciated.


  Effectors not work with Use button
Posted by: larex - 11-01-2013, 11:58 AM - Forum: FumeFX & NodeWorks [max] - Replies (6)

Hi guys i wanted to use effector in a way when for example smoke goes thru sphere effector and after that it triggers force (for example gravity, or with or whatever)

Do you thing is possible to implement this feature (because now i cant use efector to drive "Use" button in obj/src rolout)

Thanks a lot


  1) Smoke color; Simulation
Posted by: BaldEagle - 10-31-2013, 12:04 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

1) Smoke color that I select in the Render tab doesn't render anything except black. This hasn't happened before.

2) When I run the sim, smoke and fire show in the preview window, The mr renderer shows fire and smoke as just a black blob. An error message -- 448 MB error: Object < FumeFX001 > has invalid texture vertices and may not render correctly.

I'm running 3.5.2 with Max 2013.

Help would be appreciated

Thanks.


  Fumefx is always in the foreground
Posted by: xwolverine2 - 10-23-2013, 09:16 PM - Forum: FumeFX [maya] - Replies (2)

Hi, at first I was trying to figure out how to render out smoke emitting from an object so that the smoke hidden behind the object doesn't show (as it should in real life).

I tried using Use Background, Surface Shader, etc. and played around with matte opacity values.... still cant figure out how to do it. Surely this problem is extremely common & obvious... as fumefx is almost useless with "emit from object".


then later I realized no matter where the smoke is...or what shader I have on any objects in front....the fumefx smoke will always be in front.


what's going on here?.. very frustrating lol :STABRE


  Render warp causes detail loss.
Posted by: finalight - 10-23-2013, 02:15 AM - Forum: FumeFX & NodeWorks [max] - Replies (1)

I have a sim here (fire only) that loses detail after applying a render warp. Even before the warp is deformed to alter the cache shape. I've never caught this before - perhaps it's been occurring all along and wasn't apparent.

Occurs with both an FFD and Bend. Haven't tested other warps. Applies to both default and wavelet cache, and tested in both Scanline and Vray.

A before/after shows what looks like the voxels being smoothed or averaged.

Kresimir, I emailed you separately - sorry for the double post.


  Vray motion blur problem
Posted by: larex - 10-22-2013, 08:29 AM - Forum: FumeFX & NodeWorks [max] - Replies (10)

Hi Guys we are using newest fumefx 3.5.3 but there is still problem with motion blur and vray. We cant get any motion blur with this renderrer, it is poosible to fix it

Thanks a lot


  speed change after sim
Posted by: Alpa24 - 10-19-2013, 11:15 AM - Forum: FumeFX & NodeWorks [max] - Replies (2)

Hello,

Is that possible in any way to change playback speed of
smoke after complete simulation at render time ???

Thank you


  Crashes
Posted by: mixepix - 10-18-2013, 12:42 PM - Forum: FumeFX [maya] - Replies (13)

Hi!

I didn't have any issues with FumeFX before but after a hardware switch to an Alienware 18 it has started to crash all the time and it seems to be totally random. Sometimes its just when I select the FumeFX-node, sometimes when I'm simulating etc. Anyone with the same issue? Any ideas?

Cheers
Mikael


  Wavelet over Initial state simulation
Posted by: Bandu - 10-17-2013, 04:28 PM - Forum: FumeFX & NodeWorks [max] - Replies (4)

Hi,

I think I must be doing something wrong

I have a simulation of 30 frames, than I use the frame 30 as initial state for another simulation, all good so far.
But if I start wavelet simulation on top I see nothing. The caches are there and they are big, unfortunately nothing render at all

in steps
1: run a sim of 30 frames (default cache)
2: take frame 30 of sim 1 as initial state for sim 2
3: run sim 2 (defauls cache) ALL good
4: run wavelet of sim 2... big caches, no smoke render

Thanks for any help!